Designed this for the Iconic Contest, but it's mythic, not uncommon, so it didn't fit the round's criteria.

Teachings of the Omniscient — Sorcery (M)Draw one hundred cards."Too many of my disciples come to me, all too eager to bear the burden of endless knowledge. How tragic it is when they discover too late that precious few have a mind boundless enough to contain such a curse."—Kruphix

Rise from Putrescence — Sorcery (R)Sacrifice any number of permanents, then reveal the top X cards of your library, where X is the number of permanents you sacrificed this way. Put any number of permanent cards with converted mana cost X or less from among them into the battlefield and the rest into your graveyard.

Designed this for Shaz's contest, but ended up going with something else. Still a design worth posting.

*"To YMTC it up" means to design cards that have value mostly from a design perspective. i.e. you would put them in a case under glass in your living room and visitors could remark upon the wonderful design principles, with nobody ever worring if the cards are annoying/pointless/confusing in actual play

Sea of GoldLand (R)You may only cast one spell each turn.: Add one mana of any color., : Target opponent gains control of Sea of Gold. Activate this ability only during your turn."Have you ever tried swimming through a bottomless pit of treasure? It's a lot harder than it looks."—Captain Lannery Storm

Sheltering Mage — Creature — Human Wizard (R)2/2As Sheltering Mage enters the battlefield, name a nonland card.Your opponents can't name the named card."Hush, little one. If the Dark One were to hear you cry, your moment, your destiny, would be forfeit. Your quiet now will earn you the loudest praise in the kingdom."

Sheltering Mage is cute, but it's hideously narrow. (It also feels much more like a Druid than a Wizard.) I feel like even if there were a card that said "players can't name cards", even that would be one of the most narrow effects ever printed.

Drown in Blood is really cool, but I almost feel like it should exile and be . If it was just each point of life you PAID this turn, then it would definitely feel black. or each point of life an OPPONENT lost this turn. but to get the discount from losing your own life feels too Retaliate-y to me to be in black alone. There is Dread in Modern, so it's not out of the question, but there are still manymoreeffects of that nature in White than in Black.

Communion — EnchantmentAny player may activate abilities of permanents as long as those abilities don't have or in their activation costs. They may spend mana as though it were mana of any type to activate those abilities.

This was a fun design from Libe's contest that I wanted to immortalize here forever.

Thermoalchemy — Sorcery (R)Exile the top five cards of your library and choose one of them. Add mana equal to the combined mana cost of the other cards exiled this way, then you may cast the chosen card. You may only spend mana produced by Thermoalchemy to cast that card, and mana produced by Thermoalchemy may only be spent to cast that card."Can't wait to see what these turn into!"—Ludevic

Uplifting Sermon — Sorcery (C)You gain 5 life.Déjà Vu — If you cast a spell named Uplifting Sermon during your last turn, instead you gain 10 life."Pastor Varingham's sermons may be repetitive, but oh how they lift my spirits!"

Yesterday's Epiphany — Sorcery (C)Draw two cards.Déjà Vu — If you cast a spell named Yesterday's Epiphany during your last turn, instead draw four cards."That reminds me of an idea I had just yesterday!"

My Brother's Murder — Sorcery (C)Target creature gets -2/-2 until end of turn.Déjà Vu — If you cast a spell named My Brother's Murder during your last turn, that creature gets -4/-4 until end of turn instead.Of all the ways to die, Stefan always dreaded meeting the same gate as his brother.

House Aflame — Sorcery (C)House Aflame deals 3 damage to target player.Déjà Vu — If you cast a spell named House Aflame during your last turn, House Aflame deals 5 damage to that player instead.Flee from a burning house once, and you'll live in fear of having to flee another.

Memories of Vitality — Sorcery (C)Target creature gets +2/+2 until end of turn. Déjà Vu — If you cast a spell named Memories of Vitality during your last turn, that creature gets +4/+4 until end of turn instead."I haven't felt this good since... Have I ever felt this good?"

High Gear — Instant (U)You may kick the next spell you cast with kicker this turn without paying its kicker cost.Cycling As the cogs in his mind spun, Jeffro couldn't tell if his ideas were inspiration or a by-product of the malija root the rowdy folks were smoking upwind.

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